‘Tony Hawk’s Pro Skater 5’ quietly comes to PS3 and Xbox 360

The previous-gen versions of Activision’s poorly received Tony Hawk’s Pro Skater 5 are quietly launching this week. Both the Xbox 360 and PlayStation 3 games were due out November 13th, but have only hit the US today. Physical and digital versions are available in the US, while the UK launch appears to be digital only.
It’s fair to say that Pro Skater 5 isn’t the strongest entry in the series. Despite its adequate presentation and gameplay, the game’s launch on PlayStation 4 and Xbox One was marred by game-breaking glitches and bugs. The result of the inexcusably botched launch was twofold. First, the game was panned by critics and fans alike. Second, the previous-gen versions were delayed while Activision focused on putting things right for those that had already paid money for the game.
For what it’s worth, Activision did just that: a couple of weeks ago it released a massive (7.8GB) update, 1.03, that significantly improved stability issues. Let’s hope the PlayStation 3 and Xbox 360 ports are based on 1.03, otherwise, you’ll be seeing a lot of this:
Source: Eurogamer
Nintendo’s ‘Yo-Kai Watch’ is a love letter to urban life

I was sitting on an eight hour flight back from London, my 3DS the only thing illuminating my little corner of the plane. My boyfriend, bored in the middle seat next to me, had leaned over to look at what I was doing. “That looks like Pokémon.” His tone was surprised, and maybe even a little disgusted. Because at first glance, it did look like another entry in Nintendo’s kid-friendly RPG franchise. There was the typical tween-aged protagonist, strolling along a disturbingly empty street, followed everywhere by a small unearthly creature. In fact, I had six more creatures at my disposal, all with their own distinct abilities and affiliations. They fought other creatures and, sometimes at the end of a fight, the vanquished would even ask to join my team.
It wasn’t Pokémon, though. This was Level-5’s Yo-Kai Watch, the latest in a long line of monster collecting games that emerged in the wake of Pokémon’s debut almost twenty years ago. I’d seen plenty come and go and never took much interest in any of them, but Yo-Kai Watch seemed special.
It used to be my job to care about things like this: For five years I worked at The Pokémon Company as a brand editor and, though I’m no longer with the company, my knowledge of Pokémon isn’t something I can just turn off. I still play the games on a regular basis and, sometimes, I’ll even go to the store to get rare Pokémon. I also still keep an eye on the competition, which led to me ask the question, “How the hell is Yo-Kai Watch outselling Pokémon in Japan?”

Part of it is that the franchise’s rollout has been carefully controlled, with simultaneous releases of the game and television show to maximize its impact. This is basically how Nintendo launched Pokémon in the United States, and even the time frame matches: Pokémon debuted in Japan in 1996 and came to the US two years later; Yo-Kai Watch came out overseas in 2013 and is only hitting North American shores now.
But in playing Yo-Kai Watch, I discovered it’s also actually a pretty good game, though it’s definitely not Pokémon.
Not that there aren’t a lot of similarities. I started up the game, chose the female avatar, and was sent on my first quest: to catch bugs. “Oh come on,” I yelled the screen. Anyone familiar with Pokémon knows its origin story: franchise creator Satoshi Tajiri was inspired by his childhood love of bug collecting. Could Yo-kai be more obvious in its inspiration?
The city in Yo-kai Watch isn’t a way station between adventures. It is the adventure.
The game definitely shares the same love of exploration and discovery enshrined in the Pokémon series. I found myself enjoying poking around various trees and bushes to find said bugs, and later, the Yo-kai that give the series its name. But the mechanics of Yo-Kai Watch encourage more participation from the player than Pokémon, with little mini-games baked into the battles. To execute special “Soultimate” moves or “Purify” tainted Yo-kai you may be asked to spin a wheel, pop bubbles or trace shapes on the touchscreen. For someone used to just mashing away at the ‘A’ button, it took some time for me to get accustomed to this increased level of interaction.

Yo-Kai Watch is a game that demands your attention, which is a wake-up call for someone who often plays Pokémon while my eyes and ears are elsewhere. I’ve often leveled up my Pokémon by just twirling my character around in the tall grass until a wild Pokémon attacks, occasionally glancing down to make sure my entire team hasn’t passed out. When playing Pokémon is part of your job, this is the kind of thing you can get away with at your desk. Or while watching TV with a loved one. Or… well, pretty much anything. As such, I tend to finish the games pretty quickly.
This hasn’t been true of Yo-Kai Watch. The game isn’t really hard, with most of the challenge grounded in my unfamiliarity with the mechanics. I understand Pokémon types, natures and egg groups. But while the attributes and tribes of Yo-kai are similar… they’re not the same. So my explorations have extended to figuring out how all the pieces fit together: Searching for new Yo-kai and battling them. Learning their personalities and skill sets. Testing out my team’s prowess in battle.
And yet, the thing I find myself doing the most is just walking around.
It’s not that I don’t have plenty to do in the game, or that I don’t enjoy the objectives laid out for me. It’s just that right now, wandering around the world of Yo-Kai Watch is the thing that appeals to me the most.
I don’t think I would have appreciated Yo-Kai Watch as much as I do if I hadn’t taken that London vacation. Because I find that visiting the city of Springdale in the game transports me in a lot of the same ways. I enjoy the attention to detail paid to every sidewalk, street and staircase. “Look,” I told my boyfriend, “I have to push the button to cross at the crosswalk.” When I decided to jaywalk, I almost got hit by a car. It’s this amount of detail that’s led to Yo-Kai Watch feeling like a city I visit. It has a very strong sense of place to me.

Villages in Pokémon often have this very sparse feeling to them, and for good reason: You’re not meant to spend a lot of time in them. The game wants to keep you exploring the great outdoors as much as possible. The world of Pokémon isn’t just meant to harken back to Satoshi Tajiri’s love of bug collecting, but the time spent searching for them in woods and streams. Pokémon are the animals of their planet, and so you must confront them on their own turf: the natural world.
Yo-Kai Watch wants you to discover the world you already live in.
Yo-kai are very different, though. They’re not animals, they’re spirits, specifically based on the yo-kai of Japanese folklore. In this tradition, animals, places and even ordinary objects are all thought to have their own spiritual force. The supernatural can be found all around you, not just in the natural world, but also in urban settings. So in the games, Yo-kai are very much a part of everyday life — they are part of civilization. And as such, in order to engage with them you must engage with the city.
The city in Yo-kai Watch isn’t a way station between adventures. It is the adventure. Your character isn’t being asked to leave home and travel far away to find their destiny because it’s all around you… if you know where to look. Sure, a big part of the game’s mechanics lies in using the Yo-kai Watch to detect these somewhat pesky creatures. But a lot of it is also about everything in between: The streets you walk down and the people you pass. Instead of transporting you to a pastoral fantasy world like Pokémon does, Yo-Kai Watch wants you to discover the world you already live in.
Image credits: Nintendo
‘Fable Legends’ will launch after spring 2016

Fable Legends — Lionhead’s free, multiplayer-focused fantasy romp for Xbox One and Windows 10 — is scheduled to launch after spring 2016. It was originally on tap to release this holiday season. The game’s open beta will go live in the spring, ostensibly with the full release close behind. For now, Fable Legends will remain in closed beta, with the studio inviting 100,000 additional players over the coming weeks (sign up for that here).
“To be honest with you, we rather underestimated just how big of a game Fable Legends is becoming,” Creative Director David Eckelberry says in a video posted today. “We’ve really created two games at once: We’ve got a multiplayer RPG on one side and a kind of RTS on the other. On top of that, we’ve built a new world and a whole new story to tell. This is the most ambitious game we’ve ever done at Lionhead and it’s taking more time than we thought.”
Microsoft and Lionhead announced Fable Legends in 2013 — and it’s a shift for the series. The Fable games traditionally include an in-depth single-player campaign, though this one sends players only on multiplayer or AI-assisted missions. As a free game, Legends features microtransactions, though Lionhead says players will be able to complete all quests and storylines without forking over any cash.
Source: Fable Legends
Adorable puzzler ‘Unravel’ pulls heartstrings in February

Come February 9th, you’ll be able to play the most charming (and atypical) game to come out of Electronic Arts’ E3 media briefing this year, Unravel. The adorable physics-based puzzle platformer hits EA’s PC-based Origin service, PlayStation 4 and Xbox One next year as a digital title for $19.99 domestically. The prepared statement from EA describes the game’s story as “an adventure to reconnect the bonds of love” which, from the sounds of it, means I’m going to be a blubbering mess when the credits roll.
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“[Protagonist] Yarny’s quest is to mend broken bonds, and the yarn represents the love and connection between people,” developer Coldwood Interactive’s creative director Martin Sahlin says in the statement. So, more evidence that the small Swedish studio’s game is going to pull at my brittle heartstrings — kind of like Stockholm-based Starbreeze Studios’ wrenching Brothers. To see how Unravel’s progressed since its June debut, peep the screenshots up above and trailer just below.
‘Plants Vs. Zombies’ is becoming a theme park attraction
If it’s not Mario or Shepherd and the Mass Effect crew, it’s… plants and zombies. Cedar Fair Entertainment, which runs 14 park attractions across the US, is working with EA on two attractions for Great America in California, and Carowinds in North Carolina. Plants vs. Zombies: Garden Warfare will be adapted into what the theme park is terming a “digital attraction”. This means that it’ll be able to substitute in and reprogram the ride later for sequel content — which sounds a whole lot like its namesake. Carowinds will get the PvZ attraction, which will open next year.
Source: Journal Now
Nintendo invents a gamepad built from a touchscreen

Nintendo has said precious little about its plans for the NX (other than that it won’t be like a Wii U), but it might have hinted at what’s coming through some recent paperwork. The console maker has filed for a patent on a gamepad design where a touchscreen would cover the entire front panel. You’d still have familiar elements like analog sticks (poking through the display) and shoulder buttons, but the usual front-facing buttons would be replaced by context-aware touch. The move would give you the adaptability of a smartphone interface with the primary controls you’re used to in a TV system — you could even use the controller on its side, or get visual effects when you press buttons. It wouldn’t require a gigantic body like the Wii U’s gamepad, either, and a card slot could take game data directly.
This is just an application, and there’s no certainty that Nintendo will use this design any time soon, if at all. However, as The Verge notes, the would-be patent does line up with rumors that Nintendo will use Sharp’s free-form displays in a future product. Theoretically, this could be the technology behind the NX’s standard-issue gamepad. Moreover, the Wall Street Journal has heard that the NX would include a “mobile unit” that could be used separately from the main console. Given the presence of that card slot, it’s possible that you could play titles solely on the gamepad and take it with you — who needs separate TV and handheld consoles when your NX is both at the same time? The finished machine could be far less exciting, but it’s evident that Nintendo has at least been thinking about non-traditional hardware.
Source: USPTO
‘Star Citizen’ gives backers their first taste of a fuller game

To date, what little you could play of Star Citizen has existed in bits and pieces: a dogfight module here, a hangar there, but not the cohesive interstellar experience promised from the start. At last, though, things are coming together. Roberts Space Industries has given backers an Alpha 2.0 release that represents the “first true slice” of the crowdfunded (and much-hyped) game. You can travel between multiple locations around a planet, and first-person ground combat is possible for the first time. Space walks are even an option, if you dare leave the safety of your ship.
This is still far from a finished project, and the new test version may not do much to reassure critics convinced that RSI is simply trying to take the money (nearly $100 million so far) and run. However, having a relatively complete portion is still significant. For a while, it seemed as if Star Citizen was fueled more by impulsive collectors than anything else — contributors have spent thousands of dollars on spaceships that, in many cases, they still can’t fly. Alpha 2.0 is a reminder that there’s supposed to be an honest-to-goodness game at the end of all this, and that all those high-priced vessels exist to help get the game out the door.
Source: Roberts Space Industries
Recommended Reading: The story of ‘The Father of Video Games’

Recommended Reading highlights the best long-form writing on technology and more in print and on the web. Some weeks, you’ll also find short reviews of books that we think are worth your time. We hope you enjoy the read.
How a WWII Refugee Became the Father of Video Games
Arthur Molella, Slate
If you’ve read up on video game history, you know that Ralph Baer widely regarded as “The Father of Video Games.” What you may not know is Baer was a World War II refugee who came to the US in 1938. He fled persecution with his family before bringing games to our television screens decades later.
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Google and Facebook Race to Solve the Ancient Game of Go With AI Image and pattern recognition isn’t the only thing AI is good at. |
Multiplayer-Only Games Shouldn’t Cost $60 If you don’t think multiplayer-only games aren’t worth the same as their campaign-based counterparts, you’re not a lone. |
[Image credit: Kris Connor/ Getty Images]
Playdate: Breaking the sound barrier in ‘Fast Racing NEO’

Nintendo’s seemingly forgotten about the futuristic, hyper-fast racing series F-Zero when it comes to a Wii U release, but developer Shinen hasn’t. We first caught a glimpse of Fast Racing Neo at PAX this year and came away incredibly excited, so of course we’re streaming it today. But that’s not all: We’re also going to spend some time with the troubled The Devil’s Third from Ninja Gaiden and Dead or Alive mastermind Tomonobu Itagaki. Join myself and Sean Buckley as we broadcast two hours of Wii U games starting at 6 PM Eastern / 3 PM Pacific.
And while the games change on a day to day basis, where you can watch us playing them doesn’t. Tune in either on this very post, the Engadget Gaming homepage, or, if you want to join our awesome community of chatters, Twitch.tv/Joystiq.
http://player.twitch.tv/?channel=joystiqWatch live video from Joystiq on www.twitch.tv[We’re streaming these games at 720p though OBS, so rest assured they’ll look much better on your Wii U at home.]
Spend the weekend making ‘Hotline Miami 2’ levels
Hotline Miami 2: Wrong Number is about to get even more wild. The beta is live for the official Hotline Miami 2 level editor, meaning PC players can now create their own top-down mazes of murder. The beta is available via Steam for PC only at the moment, with Mac and Linux launches on the way. Workshop isn’t enabled just yet, so you’ll have to share your creations through other means. Dennaton Games outlines how to download the level editor and discusses its features right here, with a basic level-creation manual here.
Source: Dennaton



